Tag: Sega

  • Sega Shifts Strategy from Selling Games to Building Transmedia Ecosystems

    Sega Shifts Strategy from Selling Games to Building Transmedia Ecosystems

    In October 2026, Sega outlined a shift in its commercial strategy toward multi-channel intellectual property ecosystems, moving away from a traditional reliance on packaged video game releases to drive core revenue across consumer markets.

    President Shuji Utsumi confirmed the Tokyo-based entertainment company is deploying films, retail licensing agreements, and direct fandom engagement to anchor franchise values across physical and digital storefronts.

    Building beyond standalone software

    The transmedia push prioritises cross-platform character exposure over single-title release schedules. Film adaptations and character merchandise now serve as primary customer acquisition channels rather than secondary promotional spin-offs, feeding consumer demand directly into software catalogues, physical retail merchandise, and digital brand platforms.

    Executive leadership under Utsumi is aligning internal development studios with external film distributors and consumer product licensees. The operational framework treats each intellectual property portfolio as an enduring franchise ecosystem designed to retain audience spend across multiple entertainment touchpoints.

    The read across for Asian licensing and retail

    For toy manufacturers, apparel licensees, and retail buyers across the Asia-Pacific region, Sega’s multi-channel pivot establishes continuous consumer engagement throughout product life cycles. Traditional video game merchandising relied on volatile spikes during hardware generation launches or standalone sequel debuts, leaving shelf space vulnerable during development lulls.

    A coordinated release calendar spanning theatrical distribution, streaming content, and physical consumer goods reduces operational inventory risks for commercial partners. The challenge for Sega lies in maintaining franchise quality across external licensing partners while protecting brand equity from overexposure in competitive consumer categories.

    Competitive pressure across regional peers

    Japanese entertainment conglomerates are systematically consolidating character portfolios to defend consumer wallet share against Western entertainment groups. Regional rivals such as Bandai Namco have accelerated cross-border licensing expansions across Southeast Asia to insulate balance sheets from domestic demographic contraction.

    Sega’s transmedia rollout establishes the operational benchmark for its upcoming pipeline of legacy properties, with management tracking audience engagement and cross-category licensing conversions as the next multi-platform releases enter international markets.

  • LOL launches digitally customisable fashion platform Cozmic Lab

    LOL launches digitally customisable fashion platform Cozmic Lab

    Malaysian apparel brand LOL has launched an innovation platform called Cozmic Lab. The concept is a collaboration between LOL and Brother, an international printing and imaging technology brand. “Moving beyond the ready-to-wear apparels, Cozmic Lab offers customers an exciting, cost-efficient and environmentally friendly avenue to co-create or customise their own apparel,” said Joey Chong Yan Kit, CEO of Super Gem Resources, the parent of LOL.

    Using digital technology, customers are able to select the apparel’s design, quality, quantity, types and location to collect the final product. And budding entrepreneurs are invited to create their own fashion products using Cozmic Lab.

    “We are bringing a unique blend of fashion and technology to LOL fans,” said Chong.

    “Blending fashion and technology is a global trend and being a fashion-forward brand, LOL believes that Cosmic Lab is a powerful way for us to connect to our customers and engage them through a distinct, innovative and customisable way to shop and experience our brand.

    “Cozmic Lab is also revolutionising the way fashion retail brands do business; we are inviting other entrepreneurs to use the platform to create their very own range of products,” Chong added.

    Exclusive collaborations

    Cozmic Lab has a series of designer and international brand collaborations to enable customers to create apparel unlike anything currently available at LOL. Iconic characters and brands like Doraemon, Peanuts, Sega’s Sonic and Nasa will be among more than 200 visuals customers can choose from – and people can also upload their own creation.

    The Brother digital garment printer takes just one minute to print one item of apparel. Selected footwear and accessories can be custom printed as well.

    Cozmic Lab is available now at the LOL store in IOI City Mall in Putrajaya, and will be opening at LOL stores in Sunway Pyramid, Sunway Velocity, Berjaya Times Square and Paradigm Mall Johor Bahru, this month.

    Fast-growing LOL was founded in November 2015 as a joint venture between Superb Apparel Supply and Parkson Retail Asia. In June this year, the founders acquired Parkson’s 70 per cent stake in the company.

    Currently, LOL has more than 200 employees and 15 stores across Malaysia, including 10 in the Klang Valley, two in Johor Bahru, two in Sarawak and one in Melaka. It plans to open five more next year, most in the Klang Valley.